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October 17th, 2003, 08:41 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
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Re: New hero abilities - suggest them all!
Herc never held the world on his shoulders did he? I thought that task belonged to Atlas...
Or was it the great turtle?
Oh and what was Atlas standing on anyway? The turtle I suppose...
Herc did shovel out all the horse crap from some stables though... seems an appropriate task for this thread perhaps? 
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October 17th, 2003, 08:45 PM
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Lieutenant General
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Join Date: Sep 2003
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Re: New hero abilities - suggest them all!
Yes, it was Atlas.
Or the great turtle, which way you prefer.
I'm sure this thread would figure out that he should use water to clean the stables.

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October 17th, 2003, 09:09 PM
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Second Lieutenant
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by licker:
Herc never held the world on his shoulders did he? I thought that task belonged to Atlas...
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He did held it for Atlas while Atlas went to get the golden apples from the gardens of the Hesperides (engl. sp. ?).
The crap in the stables was from cows.

[ October 17, 2003, 20:09: Message edited by: HJ ]
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October 18th, 2003, 02:17 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: New hero abilities - suggest them all!
I suppose it's another reason why it'd be good to have complete modding tools. Then you could make a Weird & Wondrous Super-Hero mod (or whatever).
Personally, I like abilities that just add some flavor. The existing Doms I heroic abilities vary in strength, but even the best I've seen don't do more than a single moderately-powerful magic item does.
What I meant by the proposed levels was for instance a +6 fright effect from "Vegan"... compared to what it takes to get even a +0 fright effect from other creatures already in the game, such as visibly supernatural creatures, I wouldn't think Vegan would cause anything but a very weak fear effect.
PvK
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October 18th, 2003, 03:28 AM
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Major General
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Re: New hero abilities - suggest them all!
But it only gives fear versus vine-creatures... Vegan would be useless in 99% of situations 
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October 18th, 2003, 04:09 AM
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Major General
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Re: New hero abilities - suggest them all!
In Dom I, I did occasionally get heroes to Last long enough that their abilities were significant. An Ice Devil of mine once got intrinsic quickness; those AP came in handy since it doesn't fly. Built-in reinvigoration also is spiffy for mages. And precision... can get unreal if the game Lasts long enough.
Being able to save an item slot significantly increases the range of item combos that work well, too.
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October 18th, 2003, 05:46 AM
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Major General
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Re: New hero abilities - suggest them all!
Precision can be annoying on an Earth mage, though. One time I empowered an Ulm smith just for Blade Wind, he got Heroic Precision, and combined with experience bonuses, ended up landing all the blades on 2-3 squares 
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October 20th, 2003, 07:38 AM
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Lieutenant Colonel
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Saber Cherry:
Precision can be annoying on an Earth mage, though. One time I empowered an Ulm smith just for Blade Wind, he got Heroic Precision, and combined with experience bonuses, ended up landing all the blades on 2-3 squares
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just right. This is the kind of things I like, sometime an advantage is detrimental.
make him shoot farther, it helps spread the blades.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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April 2nd, 2005, 08:00 PM
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Second Lieutenant
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Location: Argentina
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Re: New hero abilities - suggest them all!
Ceptomaniac - Gains An special action like assasination but called Steal Goods. Steals Random items from enemy commanders or Labs.
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April 2nd, 2005, 09:43 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: New hero abilities - suggest them all!
A steal ability would awesome, especially when dealing with pesky SC's. Sounds like a good combat command for Villains, actually.
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